Search Results

Search found 2562 results on 103 pages for 'motivation techniques'.

Page 49/103 | < Previous Page | 45 46 47 48 49 50 51 52 53 54 55 56  | Next Page >

  • Programming methodologies at stackoverflow

    - by Prototype Stark
    I am in the middle of starting up a software company where we would use ASP.NET MVC and ASP.NET WebAPI extensively at shop. We will be a group of 4 and no more than 10 will work on any particular project at any point in time(these are ground rules). I would like to know, what programming methodologies best suit a small(guerilla) team. Specifically, I would also like to know which ones are being used at famous ASP.NET MVC shops like Stackoverflow. The ones I know are: Scrum and Waterfall(I know its bad). But what's the recommended way of development for smaller, group of 9-10 team. Also, will Test Driven Development help such a team in producing quality software? Are there any other techniques the team will have to know to be good at producing quality software?

    Read the article

  • What algorithms would suit image colour summarization? [on hold]

    - by codecowboy
    I would like to analyse a set of hundreds of thousands of product images (clothing, electronic goods etc) and retrieve the dominant colours in each. I'm only interested in the top 3 or 4 colours. The aim is to achieve a degree of certainty that x image is mostly red or image y is mostly orange and blue. The images are likely to be colour jpegs of reasonable quality and approximately 100kb in size. I would like to use C# and the solution should run on a Linux server, preferably using open source libraries. What image processing algorithms or techniques might help me achieve this?

    Read the article

  • Getting a texture from a renderbuffer in OpenGL?

    - by Rushyo
    I've got a renderbuffer (DepthStencil) in an FBO and I need to get a texture from it. I can't have both a DepthComponent texture and a DepthStencil renderbuffer in the FBO, it seems, so I need some way to convert the renderbuffer to a DepthComponent texture after I'm done with it for use later down the pipeline. I've tried plenty of techniques to grab the depth component from the renderbuffer for weeks but I always come out with junk. All I want at the end is the same texture I'd get from an FBO if I wasn't using a renderbuffer. Can anyone post some comprehensive instructions or code that covers this seemingly simple operation? EDIT: Linky to an extract version of the code http://dl.dropbox.com/u/9279501/fbo.cs Screeny of the Depth of Field effect + FBO - without depth(!) http://i.stack.imgur.com/Hj9Oe.jpg Screeny without Depth of Field effect + FBO - depth working fine http://i.stack.imgur.com/boOm1.jpg

    Read the article

  • Any learning/studying material for C/C++ that use game programming as learning context out there?

    - by mac
    As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am not looking for material about "developing games" or "software architecture for games", but rather for material that uses "game programming" as the CONTEXT for introducing and illustrating C/C++ features, idioms, programming techniques, etc... With a simile: think to the GOF book on design patterns. There, they used "developing a text-editor" as a context for introducing design patterns, but the book is most definitively not a book about "developing text-editors". Thanks in advance for your time and advice! PS: My background: I am a programmer with a solid experience in OO scripting languages and only some experience in C and Assembler (on AVR microcontrollers), so I am thinking to mid-to-advanced level material, rather than tutorials for beginners, although it might be interesting to take a look to the latter ones if nothing else is available.

    Read the article

  • Just Finished My Presentation at SLO! (Central Coast Code Camp At Cal Poly)

    I love code camps!  This is my first time to San Luis Obispos Central Coast Code Camp and Im really enjoying it.  It started last night with the presenters dinner at a great local steak... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • What are the factors that determine the default frequency of a shader call?

    - by user827992
    After i have been played for some days with various vertex and fragments shaders seems clear to me that this programs are called by the GPU at every and each rendering cycle, the problem is that I can't really quantify this frequency and I can't tell if is based on some default values or not because I don't have a big collection of hardware right now to do extensive tests. For what i know the answer could be really trivial like "it's the same of the refresh rate of your monitor", but i would like some good answers on that to be clear on this. For instance looks really odd to me that all the techniques used to control the amount of FPS that i have seen until now uses a call for the OpenGL function glutGet(GLUT_ELAPSED_TIME) to retrieve a value in ms about when the rendering started but I have to relies on the CPU to do the math. Why I can't set an FPS value in OpenGL if OpenGL clearly has a counter and a timer/clock? PS I'm referring to OpenGL 3.0+

    Read the article

  • Sensor based vs. AABB based collision

    - by Hillel
    I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with my grid data structure optimization. I picked AABB because I want a simple system, but I also want it to be perfect. Now, I've been hearing a lot lately about a different method to handle collision, using sensors, which are placed in the important parts of the entity. I understand it's a good way to handle slopes, better than AABB collision. The thing is, I can't find a basic explanation of how it works, let alone a comparison of it and the AABB method. If someone could explain it to me, or point me to a good tutorial, I'd very much appreciate it, and also a comparison of the advantages and disadvantages of the two techniques would be nice.

    Read the article

  • Upgrading Office 2007 to Office 2010, First Look

    In this post, Im going to simply document the process of updating my MIcrosoft Office 2007.  As almost anyone knows who has not been hiding under a rock, Microsoft Office 2010 has been in the... This site is a resource for asp.net web programming. It has examples by Peter Kellner of techniques for high performance programming...Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

    Read the article

  • building a website

    - by Ant
    A couple of my friends run a business and they asked me to build them a public website. It will only be used for information about the company with soe pictures. No transactions will be involved. Right now I work for a company where I build internal websites, and do alot of backend programming in C#. I understand html, css, jquery, etc. so I feel like I am completely capable of building a website for them. However, I do not know all the basic knowledge to building one. For example, where should we host the files, what type of security issues do I need to be aware of, what's the best software to use for developing websites (I use visual studio at work), where can I find some design techniques, etc. Any help is appreciated.

    Read the article

  • Product Launch: Oracle Optimized Storage: Solutions for Simplifying IT

    - by swalker
    On July 18, 2012 at 10am PT 17pm UK Time, Oracle is hosting an online storage launch event featuring Mark Hurd, John Fowler, and several other Oracle executives.  This event will consist of 3 different webcasts, all detailing our latest messaging, momentum, and product innovations. Highlights include: Even in the most advanced data centers, outdated and inefficient storage management techniques are stifling business innovation. But now you can deploy Oracle’s optimized storage, the industry’s most advanced, easy-to-use, and cost-effective enterprise storage solutions. Learn about the benefits of Oracle’s latest storage innovations, including: How you can take on the biggest enterprise storage infrastructure challenges—including reducing costs and increasing data management efficiency A deep-dive discussion into Oracle’s storage innovations, featuring the leaders of Oracle’s storage development organizations A first look at Oracle’s newest scalable storage solution for midsize businesses Join Mark Hurd and John Fowler for this important online launch event. Register NOW

    Read the article

  • La cinématique 2D et 3D, un article de Thibaut Cuvelier

    Bonjour, La physique, ce n'est pas seulement utiliser un moteur qui fait tous les calculs sans qu'on doive y réfléchir un tant soit peu. Comment un tel moteur peut-il fonctionner ? Sur quoi se base-t-il ? Cet article ne répondra pas aux questions techniques sur la conception du moteur, juste sur les notions qu'il modélise. Avant d'entamer des concepts plus avancés, voici la cinématique, la base de la mécanique, avec une seule dimension. La cinématique, des mouvements monodimensionnels Bonne lecture !...

    Read the article

  • What should you include in a development approach document?

    - by Liggy
    I'm in the middle of co-producing a "development approach" document for off-shore resources as they ramp up onto our project. The most recent (similar) document our company has used is over 80 pages, and that does not include coding standards/conventions documents. My concern is that this document will not be consumable and will therefore fail. What should be in a development approach document? Are there any decent guidelines on this topic? EDIT: The development approach document should detail the practices and techniques that will be used by software developers while software is designed, built, and tested.

    Read the article

  • Interview question ranking FizzBuzz (1), implementing malloc (10)

    - by blrs
    I'd like to have your opinion on the difficulty of the following interview question: Find the subarray with maximum sum in an array of integers in O(n) time. This trivial sounding problem was made famous by Jon Bentley in his Programming Pearls where he uses it to demonstrate algorithm design techniques. On a scale of 1-10, 1 being the FizzBuzz (or HoppityHop) test and 10 being implement the C stdlib function malloc(), how would you rank the above problem? I think the people who can best answer this question are those who have read Programming Pearls and have tried to solve this problem on their own. To motivate those who haven't, 'Programming Pearls' gets featured many times in the 'Top 10 programming books' list.

    Read the article

  • Keyword Generator Tool Gets Your Ahead of the Competition

    A keyword generator tool provides ideas that website owners and search engine optimizers use for site and engine optimization. Key phrase generators rely on search query popularity from introductory keywords to a more complex keyword search management to drive more traffic to a website. It maximizes prospective and potential high-traffic keywords and integrates it with your sites campaign techniques. Keyword generator tool allows you to manage and add "exact match" and "phrase match" keywords to your lists, also allows you to create misspellings, combine and reverse keywords then automatically calculates the ad group focus score of your keyword lists.

    Read the article

  • APress Deal of the Day - 11/Nov/2011 - Accelerated C# 2010

    - by TATWORTH
    Today's $10 Deal of the day from Apress at http://www.apress.com/9781430225379 is Accelerated C# 2010 "C# 2010 offers powerful new features, and this book is the fastest path to mastering them—and the rest of C#—for both experienced C# programmers moving to C# 2010 and programmers moving to C# from another object-oriented language. " I cannot improve on the description on thew APress web site: "If you're an experienced C# programmer, you need to understand how C# has changed with C# 2010. If you're an experienced object-oriented programmer moving to C#, you want to ramp up quickly in the language while learning the latest features and techniques. In either case, this book is for you. The first three chapters succinctly present C# fundamentals, for those new to or reviewing C#. The rest of the book covers all the major C# features, in great detail, explaining how they work and how best to use them. Whatever your background or need, you’ll treasure this book for as long as you code in C# 2010."   Can't code withoutThe best C# & VB.NET refactoring plugin for Visual Studio

    Read the article

  • InputLayout handling

    - by Kikaimaru
    Where are you supposed to store InputLayout? Suppose i have some basic structure like. class Mesh { List<MeshPart> MeshParts } class MeshPart { Effect Effect; VertexBufferBinding VertexBuffer; ... } Where should I store input layout? It's a connection between vertex buffer and specific pass, i can live with just 1 pass but I still have diffferent techniques so i need at least an array with some connection to effecttechniques, but I would appriciate something not crazy like dictionary. I could also create wrapper for Effect and EffectTechnique, but there must be some normal solution.

    Read the article

  • Oracle University Neue Kurse (KW 14)

    - by swalker
    In der letzten Woche wurden von Oracle University folgende neue Kurse (bzw. Versionen davon) veröffentlicht: Database Oracle Data Modeling and Relational Database Design (4 Tage) Fusion Middleware Oracle Directory Services 11g: Administration (5 Tage) Oracle Unified Directory 11g: Services Deployment Essentials (2 Tage) Oracle GoldenGate 11g Management Pack: Overview (1 Tag) Oracle SOA Suite 11g: Essential Concepts NEU (German version - 3 Tage) Business Intelligence & Datawarehousing Oracle Database 11g: Data Mining Techniques (2 Tage) Oracle Solaris Oracle Solaris 10 System Administration for HP-UX Administrators (5 Tage) E-Business Suites R12.x Oracle Time and Labor Fundamentals Wenn Sie weitere Einzelheiten erfahren oder sich über Kurstermine informieren möchten, wenden Sie sich einfach an Ihr lokales Oracle University-Team in. Bleiben Sie in Verbindung mit Oracle University: LinkedIn OracleMix Twitter Facebook Google+

    Read the article

  • Rendering only a part of the screen in high detail

    - by Bart van Heukelom
    If graphics are rendered for a large viewing angle (e.g. a very large TV or a VR headset), the viewer can't actually focus on the entire image, just a part of it. (Actually, this is the case for regular sized screens as well.) Combined with a way to track the viewer's eyes, you could theoretically exploit this and render the graphics away from the viewer's focus with progressively less details and resolution, gaining performance, without losing perceived quality. Are there any techniques for this available or under development today?

    Read the article

  • Good resources for learning about graphics hardware

    - by Ken
    I'm looking for some good learning resources for graphics hardware (and associated low level software). Basically I want to learn more about what goes on underneath the opengl/direcx API layers in terms of how things are implemented. I familiar with what happens in principle during the various stages of the rendering pipeline (viewing, projection, clipping, rasterization etc). My goal is to be able to make better and more informed decisions about tradeoffs and potential optimisations when graphics/shader programming with respect to the following kinds of issues; batching view culling occlusions draw order avoiding state changes triangles vs pointsprites texture sampling etc Basically whatever the graphics programmer needs to know about modern graphics hardware in order to become more effective. I'm not really looking for specific optimisation techniques, rather I need more general knowledge so that I will naturally write more efficient code.

    Read the article

  • How to apply a filter to the screen of a running program?

    - by Shahbaz
    The idea is to take old games without modifying them, but have the graphics card apply a series of filters to their output before sending them to the monitor. A very crude example would be to take a game that has a resolution of 640x480 and do: Increase the resolution to 1280x960 Apply a blur (low pass filter) Apply a sharpen (1 + high pass filter) These steps may not necessarily be the best to improve the visuals of an old game, but there are a lot of techniques that are well-known in image processing for this purpose. The question is, do the (NVidia) graphics cards give the ability to load a program that modifies the screen before sending it to the monitor? If so, how are they called and what terminology should I use to search? I would be comfortable with doing the programming myself if this ability is part of a library. Also, would the solution be different between Windows and Linux? If so, either is fine, since most of the games are probably runnable by wine.

    Read the article

  • ASP.NET RedirectPermanent Method using C# and VB.NET

    301 redirection is essential for the best user experience. If something on your website has been changed or moved to a new permanent location, users will need to be permanently redirected. In addition, search engines can follow this type of redirection, and this redirected-to page will now be the one to rank in Google or other search engines, replacing the old page. There are different ways to implement the RedirectPermanent method. This tutorial will illustrate these common techniques with sample VB.NET or C# code. Creating the Sample ASP.NET 4.0 Website RedirectPermanent is new in ASP.NET 4....

    Read the article

  • Maximizing the Value of Oracle Applications using Oracle Fusion Middleware

    Hear about the latest strategies for maximizing the value of your Oracle Applications using technologies in Oracle Fusion Middleware. Today's businesses recognize that to be more innovative with their business applications, they need to shorten their application implementations, eliminate brittle integrations and develop a simpler approach to securing and managing their applications. In this podcast we'll hear techniques for extending the reach of applications through improved user experience and collaboration, create application extensions that minimize the risk during upgrades, and make more informed decisions with integrated business intelligence. These approaches applied with Oracle Fusion Middleware and Oracle Applications can help lower TCO and provide rapid returns for your business.

    Read the article

  • Procedural Planets, Heightmaps and Textures

    - by henryprescott
    I am currently working on an OpenGL procedural planet generator. I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM related. At the momement I am drawing a cube with VBOs and mapping onto a sphere. I am familiar with most fractal heightmap generating techniques and have already implemented my own version of midpoint displacement(not that useful in this case I know). My question is, what is the best way to procedurally generate the heightmap. I have looked at libnoise which allows me to make tilable heightmaps/textures, but as far as I can see I would need to generate a net like this. Leaving the tiling obvious. Could anyone advise me on the best route to take? Any input would be much appreciated. Thanks, Henry.

    Read the article

  • Designing extensible, interactive systems

    - by vemv
    Steve Yegge's The Pinoccio Problem describes a very special type of program: one that not only fulfills the original purpose of its creators, but also is capable of performing arbitrary, user-defined computations. They typically also host a console, by which one can reprogram the software on runtime, maybe persisting the modifications. I find this problem very hard to reason about - there seems to be a conflict between implementing the 'core modules' of a program, and making the system really implementation-agnostic (i.e. no functionality is hard-coded). So, how to architecture such a program - what techniques can help? Is it a well-studied topic?

    Read the article

  • Resources for creating a turn-by-turn navigation system

    - by benwad
    I'm trying to create a kind of turn-by-turn satellite navigation system using the iOS SDK. I get the directions from the server and draw them on the map, then I keep getting location updates from the iPhone's GPS chip. Currently I start by finding the nearest turning point then, each time the user comes within a certain distance of the next turning point, a verbal cue is given and the turning point index is incremented. This is a delicate system and I'd like to make it more robust so I can tell when the user is going the wrong direction etc. Basically I'm looking for some literature about turn-by-turn navigation, in terms of tracking the user's progress and whether they're going the right direction. I'd have thought there's a lot of research out there but I can't seem to find anything apart from simple tutorials on how to use a given SDK or directions API. Can anyone direct me to a good run-through of the various techniques used in software such as TomTom or Google Maps Navigation?

    Read the article

< Previous Page | 45 46 47 48 49 50 51 52 53 54 55 56  | Next Page >